It's an iPhone world Feb07 '08
Feedback
# (2 of 2): Andy
1 week, 5 days after the fact. (Tue 19 Feb 2008, 10:22 PM CST)
Yes I agree, software is a bigger piece of what drives an emotional connection to the device, for one thing you can create things through software. The emotional connection is what drives repeat use, which turns into habit and even addiction in some cases, and this all translates into dollars for Apple. It's not just a touchscreen though, it's multi=touch, which will only continue to be more empowering as new gestures are available, for example, custom gestures, user-created gestures, etc. Again, all of this requires advanced and flexible software, with a solid core, and Apple has done a great job in that area. Integration is a key aspect as well, and has always been what really turned Apple around: iTunes + iPod, software! (and lately: marketing!) 1234 tell me that you love me more...
RSS feed for comments on this post
Leave feedback
matthom
is published and produced by Matt Thommes - an independent publishing enthusiast, mobile blogger, content creator, informative writer, web developer from Chicago.
Never one to conform, Matt intends to promote the effect the web has on our lives, in an effort to intensify, instruct, and clarify all that is happening around us.
The iPhone, I'm certain, is the greatest modern invention to date. Nothing else compares, or can even be called "competition."
You are at the feedback permalink page for: It's an iPhone world
# (1 of 2): Kevin M. Keating » blog.frivolousmotion.com
51 minutes after the fact. (Thu 07 Feb 2008, 11:55 AM CST)
So true, Matt.
The biggest thing people forget when talking about "design" of consumer electronics is the software. And that is the single biggest reason why no other company has been able to touch the success Apple has had with iPods and now, iPhones. Smooth, shiny metal and glass and plastic only goes so far. But interaction - what happens when you use the device - is what gives something life and utility, and makes it a pleasure (or a suicide-inducing mess) to use.
Design is not just how it looks. It's how it works.